Post by ryocker on Sept 5, 2016 14:40:03 GMT -5
Hi! As usual, folks, my head spontaneously made a random as fudge idea- So I figured I'd at least write it down for everyone to see and comment on. And that idea is, well, putting rogue-likes, monster collectors and strategic RPGs all into one big board game- which might be easier to play as a digital game, but here it comes anyway.
First of all, the board is a grid. What objects and elements go into it would honestly be up to the players, or be randomly generated by the computer if it were digital. Typical rules would apply:
-Specific, flatter tiles are spaces. You're free to walk on those.
-Bigger spaces that look like blocks are walls. You can't walk through those.
-Some spaces will act as hazards that either hurt you, or can't be crossed. These will be more easily marked (things like water, magma, electricity and so on)
-Glowing circles are warp points- step on one to whoosh to another of the same color.
-May or may not be items? Will have to wait and see.
As of currently, I feel like a 7x7 grid is a pretty fair size, but could also easily become something else if you guys think so.
Now for the piece de resistance: The actual monsters. Each one of them will be unique in one form or another, mostly by way of their element or their statistics. for right now, Each monster will have classifications on cards, such as:
-Element: One of my usual ten, such as Fire, water, earth, wind, ice, metal, plant, electricity, dark and light.
-Hit points: The punishment your beast can take before it's knocked out of the game.
-Magic points: How often they can use their skills. Recovers one every turn.
-Attack: How much damage they deal. I'm thinking the limit could be anywhere from 1 to 10.
-Defense: Whether or not this guy can resist damage. Will follow a 0 to 10 rule.
-Speed: How many spaces it can walk in a turn. Must got that amount if it's on the field. 1-6 limit.
-Combat: An example of how they fight normally. Most will either attack one opponent next to them, or use magic to hit opponents one space away- but not in front. (not limited to these options)
-Specials: Attacks that use MP. Each monster will have access to one- not necessarily unique to them, however.
-Abilities: A passive power the monster has. Could buff its allies, only be harmed a specific way, or be able to pass specific terrain.
On top of this, element plays a vital role- if the attacker uses an element that does more damage (Fire vs plant, let's say) then it adds +2 to the attack. If it does less damage (Fire vs Earth) then it subtracts 2 from the attack, making it weaker.
If defense is greater or equal to offense, no damage is done. Elemental difference and resistance will be key to dealing damage against greater foes. For an example of the attack styles, let's say...
A=your monster
X=what your monster hits
O= whether or not you go move during the attack
So, for example, here's one monster:
Dash Radish
Ele: Plant
HP: 2
MP: 6
Atk: 2
Def: 0
Spd: 6
X
Com:XAX (AKA a spinning attack)
X
Special: Pain Wheel, 2 MP; AXXO (can be used without an opponent in front of you- cannot hit walls)
Abilities: N/A
Tiny, weak, but knows how to book. Also, unless otherwise stated in the ability, the use of a special or attacking the opponent is qualified as a move if used before you take any steps. (Yes it's okay to attack after moving. But no moving after an attack or special)
So, that's the general gist of the rules- what do you guys think?
First of all, the board is a grid. What objects and elements go into it would honestly be up to the players, or be randomly generated by the computer if it were digital. Typical rules would apply:
-Specific, flatter tiles are spaces. You're free to walk on those.
-Bigger spaces that look like blocks are walls. You can't walk through those.
-Some spaces will act as hazards that either hurt you, or can't be crossed. These will be more easily marked (things like water, magma, electricity and so on)
-Glowing circles are warp points- step on one to whoosh to another of the same color.
-May or may not be items? Will have to wait and see.
As of currently, I feel like a 7x7 grid is a pretty fair size, but could also easily become something else if you guys think so.
Now for the piece de resistance: The actual monsters. Each one of them will be unique in one form or another, mostly by way of their element or their statistics. for right now, Each monster will have classifications on cards, such as:
-Element: One of my usual ten, such as Fire, water, earth, wind, ice, metal, plant, electricity, dark and light.
-Hit points: The punishment your beast can take before it's knocked out of the game.
-Magic points: How often they can use their skills. Recovers one every turn.
-Attack: How much damage they deal. I'm thinking the limit could be anywhere from 1 to 10.
-Defense: Whether or not this guy can resist damage. Will follow a 0 to 10 rule.
-Speed: How many spaces it can walk in a turn. Must got that amount if it's on the field. 1-6 limit.
-Combat: An example of how they fight normally. Most will either attack one opponent next to them, or use magic to hit opponents one space away- but not in front. (not limited to these options)
-Specials: Attacks that use MP. Each monster will have access to one- not necessarily unique to them, however.
-Abilities: A passive power the monster has. Could buff its allies, only be harmed a specific way, or be able to pass specific terrain.
On top of this, element plays a vital role- if the attacker uses an element that does more damage (Fire vs plant, let's say) then it adds +2 to the attack. If it does less damage (Fire vs Earth) then it subtracts 2 from the attack, making it weaker.
If defense is greater or equal to offense, no damage is done. Elemental difference and resistance will be key to dealing damage against greater foes. For an example of the attack styles, let's say...
A=your monster
X=what your monster hits
O= whether or not you go move during the attack
So, for example, here's one monster:
Dash Radish
Ele: Plant
HP: 2
MP: 6
Atk: 2
Def: 0
Spd: 6
X
Com:XAX (AKA a spinning attack)
X
Special: Pain Wheel, 2 MP; AXXO (can be used without an opponent in front of you- cannot hit walls)
Abilities: N/A
Tiny, weak, but knows how to book. Also, unless otherwise stated in the ability, the use of a special or attacking the opponent is qualified as a move if used before you take any steps. (Yes it's okay to attack after moving. But no moving after an attack or special)
So, that's the general gist of the rules- what do you guys think?